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I also wonder if the click length in the first tutorial part was way longer than in later parts; it felt that way. It was long enough that I gave up clicking the first few tries to get Flint to move.
The bit where you were waiting for the french captain.. it was really hard to tell what you were supposed to do, I couldn't click anyone, I couldn't move except for short jerks, the subordiante kept saying confirmations to stuff I couldn't see (ultrawide screen support seems iffy, thing might be cut off. Or it's just supposed to be that way.). I alt-tab'd out for an eternity and when I got back my character was zooming all around the screen, and nothing happened until I stole the pipe.
Also.. the game has great humor, some piratey references, it uses archaic terms accurately (which is almost unheard of!), the graphics are great - it looks pretty amazing, really.
But that early tutorial REALLY needs a quality pass.
But the game had an appeal and felt myself wanting to keep going and play it and it intrigued me, so there is something there. Just lot of confusion will put off many.
I never did figure out how to use the barrels but knew they were there to use in some way.
Also not mentioned but other posts have, the ability to move camera view around in combat screen, but not during the main map movement and searching was just jarring. You can get by without it, but just felt frustrating.
Anyway, think you might have a hidden gem that with a lot of polish could really be a decent game.
Marik
What I would like to add: when I started using a Controller, the UI works A LOT better. You can tell it has been optimized for it, and KB/M was only an afterthought. When you are walking around, you even get a small vibration when you discover some loot, for example. Also the long-press to move feels a lot more inutitive this way. Also: you get a text tooltip for every new loot you pick up.
One other thing: this game does not work properly on an ultrawide monitor. The Ui becomes messed up. I would love to just have an option to play with black bars on the sides at least, but this is not possible.
Also: it seems that there is still some sound design missing. Start and end of battle should come with some kind of fanfare. Combat also feels a bit sterile still.
As far as loot is concerned, I feel the items found here and there should correspond more to the context: For instance, finding the dice luck card in a box on a street feels unrealistic, I wouldn't be suprised to find one in a house in a library or table top.
We'd like to thank you all for your feedback! Be sure that your suggestions and feedback has been shared to our team!